Gurk's Tower by monkeybit29
Control legendary monster conqueror, GURK, into the tower to find all the gold.
To play the game you must run: DeeperMB\WindowsNoEditor\BadTrip.exe
Sound was made using bfxr Music was made using WolframTones
WASD-move
SHIFT-Run
LMB-Slash
RMB-Dash
MOUSE WHEEL-Zoom in/out
P-Resets Player
M-Mutes Music
ESC-Quits Game

Ratings
| Given | 10🗳️ | 1🗨️ |
Basic movement was done nicely - felt good and tight, however was held back by the lack of animations/feedback.
I think this is a bit of a result because of the high fidelity graphics - everything that lacks same level of quality like the animations are pronounced by the contrast.
Now really :stuck_out_tongue_winking_eye:, the visuals are nice, Gurk is an adorable little goof with googly eyes, so I guess it's fitting that the enemies are giant eyeballs :eye:.
The atmosphere was good, misterious and somber. The last room was cool, it's sad you had to cut out endless mode :slight_frown:.
One question, what are coins for? I didn't seem to find any way to spend them, nor did collecting them proc anything special.
:x: I'm not sure if it's only me*, but the game played kinda laggy. It looks fine if you stay still, but the moment you move it's like the framerate is dropping or something.
I aggree with @neonjeff , the attack/death animations were a bit confusing, took me a few tries to realize exactly how they worked.
@anonynmous I totally agree with you, the gameplay is pretty simple. If i continue this project, i definitely intend on adding enemies with more depth to them, or maybe require you to time your attacks or something.
@neonjeff That's a really good point, they need a stronger "Death" sequence that separates them from their "attack" sequences
@train haha thank you! and I originally intended for the coins to allow for upgrades. Like maybe after every 10 rounds, buy back health, upgrades, etc. But I ran out of time :C As far as the laggyness goes, unfortunately it really just comes down to poor optimization (level streaming, LODS, collision boxes, post process blur,etc.). I intend to fix that on the next build!
@jj2oo2 haha thank you I had way too much fun thrusting the character around, I laughed to myself for a good minute when I was animating it XD some platforming could definitely be something fun to play with!
Combat seemed pretty enjoyable to me, might have been better without the forward movement while attacking though, and some hit feedback of some kind would be nice.
I think the light on the sword should be removed, I thought my game was glitching out because my screen was flickering until I noticed it was the light on the sword effectively flashing due to the animations making the sword fly about. I may have been dashing a bit too much.
It also seems the VR plugin was left enabled (Unreal likes to enable it by default) so the game tried to connect to a VR headset on launch.
Overall good fun little game. Nice work!
@jcmonkey eyyy that's a good idea, thank you! :)
I like the idea of rushing forward if I slash so I have to take small decisions of where I'm going to be or when I attack. I would recommend different enemies with different patterns but still excellent entry.
The theme was on point. About the performance of the game, it could be more optimized, but it wasn't unplayable.
Also, the camera can go into the player's model.
Good work and have a wonderful day :D
never mind, figured it out. it should probably be a button or a pick up to make the floor break rather than having to destroy a coin. Attacking doesn't have enough feedback; I don't really know when I'm hitting enemies and when they are just exploding when I get close. Could use more balance like that, but otherwise it is a good start.